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2009, 1, ISBN 0801447461, x, 165
The past decade has seen phenomenal growth in the development and use of virtual worlds. In one of the most notable, Second Life, millions of people have... 
Design | Business anthropology | Linden Lab (Firm) | Corporate culture | Second Life (Game) | Shared virtual environments | Social aspects | Computer games | Case studies | San Francisco | Anthropology | California | Social Aspects | COMPUTERS | Virtual Worlds
Book
SAE technical paper series, Volume 2006-01-2340.
This paper is about the use of avatars and maneuvering in virtual environments for simulation-based design ergonomics. An avatar is a digital human model... 
CAD, CAM, and CAE | Wireless communication systems | Virtual reality | Human factors | Documentation | Simulation and modeling
eJournal
2014, ISBN 0300190999, x, 248
"Proteus, the mythical sea god who could alter his appearance at will, embodies one of the promises of online games: the ability to reinvent oneself. Yet... 
Shared virtual environments | Computer games | Virtual reality | Sociology | Technology | Psychology
Book
2017, Media studies, ISBN 9783839434970, 267 pages
"Digital technology permeats the physical world. Social media and virtual reality, accessed via internet capable devices-computers, smartphones, tablets and... 
Digital media | Social media | Cyberspace | Virtual reality | Ethnology | Internet | Social aspects | Online social networks | Sociology | Media Studies | Social Media | Digital Media | Media | Digital Culture | Sociology of Media | Media Anthropology | Virtual Worlds
Book
2016, ISBN 9781440841750, xv, 246 pages
"Useful to school librarians, teachers, and faculty, this book explains the range of possibilities for creating immersive learning experiences through the use... 
Archives and education | Museums | Libraries and education | Virtual reality in education | Educational aspects
Book
2017, Approaches to digital game studies, ISBN 9781501316258, Volume 5, viii, 338 pages
Book
2013, Human factors and ergonomics, ISBN 1439878951, xxi, 291
"The outcome of a five year European research program that focused on the development and transfer of human perceptual model skills trained in multimodal... 
TECHNOLOGY & ENGINEERING / Industrial Health & Safety | COMPUTERS / Social Aspects / Human-Computer Interaction | Virtual reality in education | Occupational training
Book
2008, Revised edition., ISBN 9780691135281, xiii, 316
Millions of people around the world today spend portions of their lives in online virtual worlds. Second Life is one of the largest of these virtual worlds.... 
Ethnology | Sociology | Anthropology | SOCIAL SCIENCE | Media Studies | Cultural | Fieldwork | Interactive media | Computer network resources | Internet | Second Life (Game) | Virtual reality | Interactive multimedia
Book
2013, 2013, ISBN 9781493900114, Volume 9781441984326, 402
This book presents a survey of past and recent developments on human walking in virtual environments with an emphasis on human self-motion perception, the... 
Electronics & communications engineering | Virtual reality | Human locomotion | Motion | Computer simulation | Human-computer interaction | Graphics | Computer Science
eBook
SAE technical paper series, Volume 951517.
Remotely operating complex robotic mechanisms in unstructured natural environments is difficult at best. When the communications time delay is large, as for a... 
Virtual reality | Robotics
eJournal
SAE technical paper series, Volume 2001-01-1591.
Modern PCs are built on multimedia processors designed to handle computer-generated three-dimensional image as well as stereo sound in real time. In this paper... 
Noise | Virtual reality | Displays | Simulation and modeling
eJournal
SAE technical paper series, Volume 2013-01-2189.
This paper describes the design and development of a virtual environment conceived to support flight operations of an Unmanned Air Vehicle (UAV) used for wind... 
Flight control systems | Virtual reality | Unmanned aerial vehicles | Computer software and hardware
eJournal
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